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After reading (skimming is a better word, actually) through Here there be monsters I'm feeling inclined to giving a LOST touch to it. I'll elaborate in the spoiler tag. Spoiler:
Since they're marooned in a savage part of the island and it was ravaged by the first Savage Tide, I was thinking of having some whispers be heard, echoes of the madness that engulfed the old human empire that lived there. Maybe dreams (and daydreams) relating to the events of the past, but not giving much info to the players about the shadow pearls and whatnot.
This could give a bit more of a horror feel to the already horrific fact that they are lost in a jungle filled with hostile creatures. I was even considering having some of the non-essential survivors from the shipwreck die mysteriously and play a bit of a psychological suspense on the players... What do you think about that? ![]()
Stewart Perkins wrote:
Ok, finished reading the first adventure and definately the maps will need to be remade into larger versions. Especially the last one. Most rooms are too small to fit a party of 5 PCs and 5 enemies. They could fit 2 or 3 enemies at most and, even then, all the moving around that is characteristic of 4E would be impossible. I think the most straightforward solution is just to double every linear measurement, thus making the scale of the map 1 square = 10ft. instead of 5. Some rooms could be left unaltered, though. I can see the last part be filled with minion goons for a more cinematic feel and it would also be a cool way to introduce all those wacky "hanging on the chandelier" maneuvers the DMG talks about with the page 42 table. ![]()
Stewart Perkins wrote:
Concerning Skill Challenges, you might want to take a look into this series of blog posts: http://at-will.omnivangelist.net/?cat=38 As to the wishlists, I hate them too, but seem like a necessary evil. You could take the wishlists and twist them a little bit, for instance... What I did in Cormyr was lay out treasure that with my players in mind, but respecting the story and the NPCs. I would always think about which character was in need of what and then think if that could be placed somewhere along the line. I also included ritual components as treasure, and this is a nice way to turn treasureless monsters into treasure themselves. They once killed a monster and I told the wizard that certain parts of the creature were valuable as Arcane components for rituals (I always specify which type of ritual the parts will be good for) and there you go, one parcel dispensed where no treasure was to be found before. Is there an outline of this AP somewhere? I feel that if I read through the whole thing before I start adapting I'll not be able to start before june or something... Then again, you're already ahead of me in your adaptation, so I guess I could just discuss with you some points of it and give you a hand if you want. ![]()
Stewart Perkins wrote: I agree and yet I don't. I can't make up my mind on treasure parcels. I like that there is guaranteed treasure now in a sense. However I wish there was a randomized way to assign said treasure and even pick it. Like a way to randomly determine what the 5th level item is, etc. Best of both worlds in my opinion. That way the party... From a player perspective (have played more 4E than DMed it)I have to say that the item wishlists are indeed important. Since the magic item economy is completely biased towards vendors, if players get a magic item they won't use, they are simply stuck with a very expensive paperweight they can't sell or turn to pixie dust. This is less problematic for weapons that have a useful power but are of a type the group won't use, since you could transfer magic from one weapon to the other using a ritual. As a DM, though, I feel uncomfortable having to compromise story coherence for the sake of players getting what they want all the time. This wasn't a big problem for me in Cormyr, but could become difficult to manage in an AP. As for enemies using magic items, remember to be extra careful with that, since it'll result in some adjustments to compensate for the extra power. I'm not sure the 4th edition was built with that in mind as a frequent thing as it was on the 3rd edition. Oh, and I completely agree on the Solo thing. They should be bosses and memorable fights, not Joe the Monster that just happened to live alone on his cave. Anyhow, I should work on reading the whole AP first, so I can discuss things better with you. Your plan of first making a sketch and structure of encounters is indeed very nice. I'm looking forward to discussing the skill challenges with you as well, since I think they're the hidden gem of this edition, though the mathematics of it seems to be still in a beta stage even for the game designers (the new difficulties table turned out to be too easy). ![]()
Stewart Perkins wrote:
I liked the way you divided things there. I'm still reading the 1st adventure (slow reader here). However, encounters with a single monster that is not a solo go down the drain pretty fast now. The monster gets squashed or the group does, if the monster is 4 or 5 levels above the party. In that case they simply can't hit him. One point I'm interested in discussing is how do dispense the treasure using the new parcel system. Clearly the new D&D economic system has been built around it and using the old treasures would spell doom on the financial aspect of the adventure. I must say I dislike the new economy as a player, as I think it's too simplistic and artificial. Spoiler:
The wage characters receive from Lavinia could be counted as a parcel or two, for instance. The Parrot Island smuggler's cove is also a nice treasure dispenser, but what if the players don't find it? The new DM hints to the fact that players are supposed to find all the treasure or they'll end up unbalanced in the long run (or am I just reading too much between the lines there?). This is the first edition I can recall that has explicit considerations about the importance of treasure as being factored in the game balance at higher levels. I suppose it has always been there, but I never thought about it before... I already adapted "Cormyr: The tearing of the Weave" (or at least part of it, as I transitioned mid-flight) with moredate success. I adapted it as I went along, getting feedback from my players to see what could be done in a better way. Some combats I imagined as hard to them turned out to be easy and combats I expected to be moderately challenging ended up as the hardest. I feel this is closely related to monster roles. Having too many of the same monster, as it is common in old adventures, turns the fight into a bland "tabletop mmo" grindfest. Spoiler:
In the Blue Nixie encounter, for instance, I'm tempted to use different types of thugs, each with different combat roles. Maybe some attack with nets and be more controller-like, others with swords and be brutes or soldiers (working together in groups), some would be minions and so on. The boat could end up with a larger crew than the 8 described, though that could draw more attention to it... Have to ponder about that.
Most likely I'll have 4 minions, 2 ranged, 1 soldier and 1 elite (The bald aid to the harbor master, whose name I can't recall right now...) Spoiler:
Yes, Big D is not only in MM2 as it is the cover (as far as I know). Not sure if that's a spoiler... I did also like the way you incorporated skill challenges. I put them at about the same points you did. I should have a sketch of the first adventure by the end of the week and would be happy to discuss it with you, since I should start DMing it in about a month. One thing I'd like to know of you is: do you intend the AP to go from 1-20 as originally or 1-30, as it seems to be necessary for the end? If so, how would you lay the character levels along the adventures? That has great influence on how the new encounters will end up being distributed. ![]()
The Black Arrow wrote:
I'm about to start converting the AP, so I'll let you guys know how it turns out as I move along. I must say I have a tendency to reskin monsters rather than making new ones, since I'm not that confident in my design choices.... And wow... I didn't notice there weren't any bullywugs in the 4E MM. Such an iconic monster (at least for me, since I grew up watching the cartoon). I remember reading something on the lines of old edition maps needing to be rescaled in an article on Dungeon Mag, by James Wyatt. One of his early columns about the Greenbrier campaign he's brewing as an example. He was talking about a map from a 2nd ed D&D adventure whose name I can't recall right now. This makes me ask you about the length of combats in the 4E. As a player, I noted that most combats last about an hour or so, making a 4 hour session hold at most 3 combats and a bit of roleplay. Is it just me or are the combats lasting way longer than before? |